Besides the attachment points, Do the the animations work in Blender? The versions of Blender I have tested it with do not load the .DAE files properly, although I have not tested with the newest version. Does the new version of blender actually play the animations?
January 06, 2020, 09:03 AM
phazer
Re: RMEditor [UPDATE SOON, NEW PICS]
Also remember this IS a preview BETA version, it is not finished, but I am happy that all of you report issues, so I can fix them:)
January 06, 2020, 10:19 PM
phazer
Re: RMEditor [UPDATE SOON, NEW PICS]
Here is a demo of the new Warhammer II Direct3d 11 shader (The program's renderbox, not 3ds) it will be included in the next update.
It is an almost complete rewrite of the pixel shading code for WH2. (Models+textures: Total War: Warhammer II) https://youtu.be/IEwR0uQZqN
January 08, 2020, 01:10 AM
phazer
Re: RMEditor [UPDATE SOON, NEW PICS]
Quote:
Originally Posted by ChaosRobie
Here's what I get, loaded in Blender: https://i.imgur.com/poJTqxu.png
The green circle is where I would expect to see the turret's attachment point, but nothing is there.
I also tried the Tomb King's chariot and it appears to be the same story - there's nothing where the riders' would be attached: https://i.imgur.com/SgkIGhp.png
If there are known attachment points missing, I would very much like to have the name of those, so I can check if there are errors in the exporting code, and in that case, fix it:)
The WH2 exporter code is quite new, so it is certainly possible. Also, there are some additional attachment points in the RMV2 model itself (as opposed to on/in the skeleton), I can take a look there?
NEW VIDEO, PBR METAL/REFLECTIONS
Here is a new video that demonstrates the new PBR metal in the render box, only the normal map is used here, no other textures, the metal is calculated. Model with reflections can now be draw more accurately. This is also for the unit editor I hope to begin coding soon. https://www.youtube.com/watch?v=AzzSeYHmv98
If there are known attachment points missing, I would very much like to have the name of those, so I can check if there are errors in the exporting code, and in that case, fix it:)
The WH2 exporter code is quite new, so it is certainly possible. Also, there are some additional attachment points in the RMV2 model itself (as opposed to on/in the skeleton), I can take a look there?
I've tried it in 3ds max too. Here's what I get: https://i.imgur.com/XJopA4H.png
I appear to be missing the horses and passenger.
For completeness, here's what I've been doing:
1. Using RPFM open warmachines.pack
2. Extract warmachines/chariot/tmb_basic_chariot/tmb_basic_chariot_01.rigid_model_v2
3. Open tmb_basic_chariot_01.rigid_model_v2 in RMEeditor (version 0.5.1a?)
4. File -> Export .DAE With Skeleton+Animations
5. Wait a bit for the relevent animations to be found
6. Click on wm_tombchariot01_stand_01.anim
7. Click Export .DAE
8. Open the .DAE in 3ds Max 2018 Student Version
There is also some confusion over the RMEeditor version I'm using. The download above and exe filename says its 0.5.8a, but inside the program it says 0.5.1a.
February 04, 2020, 02:14 PM
phazer
Re: RMEditor [UPDATE SOON, NEW PICS]
Hi, it turns out that some models (very few) have more than one skeleton stored in the game data files, so for the next version there will be a feature where you can select the skeleton you want to use. The program still selects the one the will work, but you have the option to choose another skeleton, if there ARE others.
Thanks for bringing this to my attention :)
February 24, 2020, 09:08 PM
Havie
Re: RMEditor [UPDATE SOON, NEW PICS]
Quote:
Originally Posted by phazer
Hi, it turns out that some models (very few) have more than one skeleton stored in the game data files, so for the next version there will be a feature where you can select the skeleton you want to use. The program still selects the one the will work, but you have the option to choose another skeleton, if there ARE others.
In THAT version is it just the joint NAMES, BUT I have made a newer version that make actual .bone_table files.
Many of these go through BOB without any issues...but some might need a bit of editing.
// *******************************************************
// RMEditor 0.7 Bone Table Export
// *******************************************************
// Skeleton:// "humanoid01"
// Bones Defintion
// version info
version=1
reference_skeleton=true
cinematic=false